A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Changing an ai's health?

Author Topic: Changing an ai's health? (13 messages, Page 1 of 1)
Moderators: Dennis

rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Dec 17, 2010 05:19 AM    Msg. 1 of 13       
Is there a script command that will adjust an encounter's health as needed mid-game?


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Dec 17, 2010 05:25 AM    Msg. 2 of 13       
(ai_strength AI) is the only one I could find for this.

You could probably do something like this:
(set (ai_strength AI) SHORT)


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Dec 17, 2010 05:55 AM    Msg. 3 of 13       
Tried it but it didn't work.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Dec 17, 2010 08:46 AM    Msg. 4 of 13       
I don't know then.
You can set ai back to normal health with (ai_renew ai).

The vitality thing is probably determined in the ai tags themselves.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Dec 17, 2010 05:26 PM    Msg. 5 of 13       
Starting profiles. You can set up health, shield, weapons, and grenades in the scenario tag. Then script player_add_equipment.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Dec 17, 2010 05:42 PM    Msg. 6 of 13       
Quote: --- Original message by: SlappyThePirate
Starting profiles. You can set up health, shield, weapons, and grenades in the scenario tag. Then script player_add_equipment.
Read the post. I need to adjust health of an AI ENCOUNTER not the player.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Dec 17, 2010 06:55 PM    Msg. 7 of 13       
Yeah, I think the only way to do this is create actor_variant tags with more health for that encounter.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Dec 17, 2010 08:06 PM    Msg. 8 of 13       
Well then is there a command that will adjust the amount of damage that the player can do?
Wasn't there a cheat to kill enemies with one shot? Not the medusa cheat.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Dec 17, 2010 08:29 PM    Msg. 9 of 13       
Quote: --- Original message by: rerout343
Quote: --- Original message by: SlappyThePirate
Starting profiles. You can set up health, shield, weapons, and grenades in the scenario tag. Then script player_add_equipment.
Read the post. I need to adjust health of an AI ENCOUNTER not the player.
Read the hs scripting bible. You have to use ai_actors.


rub3n
Joined: Nov 21, 2010


Posted: Dec 18, 2010 05:27 AM    Msg. 10 of 13       
No offenceguys ur idiots open up the actor_variant tag in guerrilla and scroll all the way down just search for a bit then look for health vitality and shield vitallity I think but it should be that u don't need scripts


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Dec 18, 2010 05:51 PM    Msg. 11 of 13       
Quote: --- Original message by: rerout343
Is there a script command that will adjust an encounter's health as needed MID-GAME?


Adjusting the actor variant will not change an AI's while the map is running.

Quote: --- Original message by: SlappyThePirate
Quote: --- Original message by: rerout343
Quote: --- Original message by: SlappyThePirate
Starting profiles. You can set up health, shield, weapons, and grenades in the scenario tag. Then script player_add_equipment.
Read the post. I need to adjust health of an AI ENCOUNTER not the player.
Read the hs scripting bible. You have to use ai_actors.


Which command are you talking about? I've been looking over the scripting bible but I think I must have missed something. I'm thinking your probably right but I'm not sure which one you meant.
Edited by rerout343 on Dec 18, 2010 at 05:58 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 18, 2010 06:06 PM    Msg. 12 of 13       
For the object parameter in the command, substitute the player with (ai_actors [AI]). However, I have doubts as to whether this would work for AI, not because the command has player in its name, but because of the nature of the command.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Dec 18, 2010 07:12 PM    Msg. 13 of 13       
EDIT: Nevermind I fixed it.

I've finally figured out my script but now I keep getting different tool errors:

12.18.10 19:05:20 [test2 line 11] this is not a valid function or script name.: cheat_omnipotent 1)

12.18.10 19:05:20 recompiling scripts after scenarios were merged.
12.18.10 19:05:20 [test2 line 10] this left parenthesis is unmatched.: (begin


I'm not sure what I typed wrong but it's not compiling right.

Here is my script:

(global object_definition pow_kill "powerups\test\test")
(script continuous test2
(if
(and
(=
(unit_has_weapon_readied (unit (list_get (players) 0)) pow_kill) 1)
(=
(player_action_test_primary_trigger) 1)
)
(begin
(cheat_omnipotent 1)
(player_action_test_reset)
)
)
)

Edited by rerout343 on Dec 18, 2010 at 07:15 PM

 

 
Previous Older Thread    Next newer Thread







Time: Sat January 21, 2023 12:48 AM 171 ms.
A Halo Maps Website